obs-StreamFX/data/effects/bilateral-blur.effect
Michael Fabian Dirks 4dbf414214 effects, filter-blur: Precalculated Kernel, Formatting, Rendering and more
Filter:
* Massively improved Rendering loop to reduce overhead and provide cleaner code.

Gaussian Blur:
* Added precalculated Kernels using Textures. Slightly reduced GPU load.
* Added basic attempt at a Nvidia o(n/2+1) gaussian blur implementation.
* Fix up LOD for texture sampling.

Box Blur:
* Halved loop count.
2017-08-20 00:25:05 +02:00

86 lines
1.7 KiB
Text

// OBS Default
uniform float4x4 ViewProj;
// Settings (Shared)
uniform texture2d u_image;
uniform float2 u_imageSize;
uniform float2 u_imageTexelDelta;
uniform int u_radius;
uniform int u_diameter;
uniform float2 u_texelDelta;
// Settings (Private)
uniform float bilateralSmoothing;
uniform float bilateralSharpness;
sampler_state textureSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertDataIn {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertDataOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertDataOut VSDefault(VertDataIn v_in)
{
VertDataOut vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
// Bilateral Blur
float Bilateral(float x, float sigma)
{
return 0.39894 * exp(-0.5 * (x*x) / (sigma*sigma)) / sigma;
}
float Bilateral3(float3 v, float sigma)
{
return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma;
}
float4 PSBilateral(VertDataOut v_in) : TARGET
{
float4 source = image.Sample(textureSampler, v_in.uv);
float3 color = float3(0, 0, 0);
float2 rootuv = v_in.uv - (texel * widthHalf);
float Z = 0.0;
float bZ = 1.0 / Bilateral(0.0, bilateralSharpness);
for (int k = -widthHalf; k <= widthHalf; k++) {
// Sample Color
float3 sample = image.Sample(textureSampler, rootuv);
// Bilateral Stuff
float bKernel = Bilateral(abs(k), bilateralSmoothing);
bKernel *= bKernel;
float factor = Bilateral3(sample - source.rgb, bilateralSharpness) * bZ * bKernel;
Z += factor;
// Store Color
color += factor * sample;
// Advance UV
rootuv += texel;
}
return float4(color.rgb / Z, source.a);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBilateral(v_in);
}
}